A few people expressed interest in a nWoD chronicle revolving around a group of paranormal investigators. The idea I had was for people to play "enhanced" versions of themselves, and to set the action in and around Rugby, Daventry, Coventry and the villages in between. Depending on the way the story proceeds, there may be opportunities to throw in some vampire or changeling characters too, although I'd prefer to keep it "pure" WoD to start with (I'm also trying to track down a copy of Hunter: The Vigil for some extra goodness).

The structure would be such that it should allow irregular groups - people hopping in and out of the story as time allows (so no need for a regular commitment). The way I GM RPGs is very much character driven and story based - I don't want players to be too concerned about the rules or the game mechanics, I want them to focus on weaving a decent story. there's likely to be lots of research, lots of mystery, some fiendish puzzles, some computer hacking, political intrigue, car chases, armed and unarmed combat at times, but it wouldn't be my story alone.

So who fancies it? If we have the numbers, we can get the ball rolling. Regarding characters, you have a choice. If you're familiar with the nWoD system (I'm using the 2nd edition rulebooks from 2004, not the 1st Ed or Monte Hall systems), then feel free to generate your characters yourselves. I'm fairly flexible with starting equipment, but any outrageous abilities or equipment will need to be balanced with appropriate character flaws (which isn't necessarily a bad thing as flaws can earn you extra XP if they're RPed well). If you're NOT familiar, but still want to take part, that's great! just let me know the type of character you're best suited to. There are no "classes", merely "concepts". So are you a computer hacker? Good with tech, terrible in a fist fight? Are you an historian, able to rapidly research topics, weigh up knowledge and think of solutions? Maybe you're a metalhead who favours brawn over brains and is able to call on demonic forces for air from time to time? Almost anything's possible.

If you fancy it, or would like more info, reply. Or we could forget any of this ever happened.

I'm hella interested, especially now I know it's semi-casual and I won't mess it up for everyone else if I can't make it occasionally. Also, Fraser who does not have a forum account is interested too.

I'd like some help with character creation even though I'm familiar with WoD via VtM, 'cos I've never played a non-vampire. If I'm being "Me+" then I'm a poor all-rounder nerdy type with a hint of krav maga action and the 'poo knees' flaw Fraser will need either more help or a character completely creating for him, if he gets to play, because he's new to WoD.

Cool, we'll primarily be using the core book. But I'm very much of the opinion that "rules are just guidelines".

"poor all rounder nerdy type" - that's a bard, right? Krav's doable. As VtM was 1st ed WoD, I'm not sure how it compares to the nWoD system, but as a quick guide:

Your character has attributes, skills and traits.

AttributesAttributes are like your "raw stats", and are split into three areas: Mental, physical and social:

Mental attributes:

Intelligence

Wits

Resolve

Physical attributes:

Strength

Dexterity

Stamina

Social Attributes:

Presence

Manipulation

Composure

You decide which area is your primary, secondary and tertiary area, and then assign points into attributes. Each attribute starts with 1 point and has a total of 5. You can spend an extra 5 points in your primary group, 4 points in your secondary and 3 in your tertiary group.

Skills

Skills are "things you can do", rather than "things that you are". again they're split into mental, physical and social. you get 11 points to spend on your primary, 7 in your secondary and 4 in your tertiary area. There's a whole range of skills, such as Academics, Computers, Politics, Athletics, Brawling, Stealth, Survival, Intimidation, subterfuge etc. You can also have a specialisation in any of those skills. So for instance you might have a high computer ability with specialities in hacking, or you might have an average intimidation with a "stare down" specialisation. The more points you have in each skill, the better you are at it, but this is flexible according to the story.

Traits

Traits are other things which may affect your character. They include merits, such as encyclopaedic knowledge, iron resolve, very good memory etc. The sorts of things which are not specific, but may help a range of skills and abilities depending on the situation. Character flaws are also included in traits. There's no necessity to have any flaws, but they add flavour to characters, and you have the opportunity to earn additional experience if you manage to overcome your flaws (or even if you succumb to them if you roleplay well)

Virtue and ViceFinally, there's virtue and vice. Each character must choose a virtue to govern their character and a vice. These give your characters bonuses in game when they're played in character according to situations, but again are mostly there to add depth to the characters.

So I'm happy to draw up some character sheets for you to have a look at , or give you some advice on creating your own character. Remember the games about balance, and is intended to be a group of up developing an interesting story, rather than a dungeon crawl with non stop monster slaying, and experience can be gained in more ways than killing things. Balance, realistic characters,and the hidden underbelly of the towns we all live in. That's the theme

OK so there's a few people interested, this is good. Do you all live in Daventry? Are there any places there with a reputation for being a "bit weird", haunted, or unnerving? I know Rugby like the back of my hand, but I want to make it interesting for all involved... also send me your character requests, along with an overall "concept" of the character (for example "hacker", "witch", "socialite", "cop" etc.)

It is indeed the blue one, and I'm happy to borrow and sourcebooks you're willing to lend. I've got some plans to work some elements of Changeling: The Lost into the overarching storyline, but I'll be looking to keep it "pure" WoD to start off with.

A couple of people have asked what the game world will be like. Well, it's essentially the same as the world we live in, but with a darker slant. If the real world is Frank Sinatra's "New York, New York", then the game world is this: [url]By way of analogy, consider the differences between the real world and the game world as the differences between Sinatra's New York and this one http://youtu.be/HYGioIKKysg[/url]

Is there a 'preferred' pub in Daventry where people go drinking?Wetherspoons is about right

Are there any houses or buildings which have a reputation for being haunted, spooky, weird etc.?Not so much in Daventry, though we do have lots of c.1800s buildings in town so anything is possible I suppose.

What times/days/locations would be best for the players?I'm generally busy on Wednesdays and Thursdays and my weekends are a bit full for the forseeable but with enough notice most things are possible.

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